Carcols ID conflict checker

Two add-on cars with the same modkit ID is the usual reason tuning parts go missing or show up on the wrong car. Drop your carcols.meta and carvariations.meta files here, or a whole resources folder, and the page lists every ID that is used twice. Your browser reads the files and they are not uploaded.

Drop files or a resources folder here

Paste XML

How to use it

  1. Add your files

    Drop a resources folder on the box, pick files, or paste the XML. From a folder the page reads only .meta and .xml files and skips everything else.

  2. Read the report

    Each ID that appears twice is listed with the kit or siren name and the path of every file that uses it.

  3. Renumber one of the two

    Take a number from the free list and write it in the id of one entry. For sirens and lights, put the same number in sirenSettings or lightSettings in carvariations.meta.

  4. Check again

    Drop the folder again. When the report comes back clean, restart the server and test the tuning menu and the sirens in game.

What does the checker report?

CheckWhat it means
Modkit ID used twiceTwo Kits entries share an id. The game keeps the first one and moves the later one to another free number.
Siren or light ID used twiceTwo Sirens or Lights entries share an id. carvariations.meta points at the number, so one of the cars ends up with the other car's sirens or lights.
ID too largeA kit ID above 65535, or a siren or light ID above 255. The game keeps only the low bits: siren 300 is read as 44, kit 311286 as 49142. The car works until another entry already sits on that number, and the duplicate check compares the numbers as the game reads them.
Reserved ID65535 for kits and 255 for sirens and lights mean "no ID". The game swaps them for the first free number, which can change whenever the resource list changes.
Missing kitA vehicle in carvariations.meta names a kit that none of the loaded carcols.meta files define. That is normal for base game kits and a mistake for your own.
Free IDsNumbers that no loaded file uses.

Which ID ranges are valid?

A kit id is a 16-bit number. You can use 0 to 65534, and 65535 means "none". The original game only has room for 1024 kit IDs. FiveM replaces that table with one of 65536 entries (ModKitIdRelocation.cpp in the client source), which is why kit IDs in the thousands work on a FiveM server.

Siren and light IDs are 8-bit. That leaves 1 to 254 for every siren setup on the server, the base game's included. A request to raise the limit has been open on the FiveM GitHub since 2024 (issue #2612).

The game does not reject a number that is too large. It keeps the low bits, so siren 256 becomes 0 and siren 300 becomes 44, and if another siren already sits on that number the two clash.

How do I fix a conflict?

Change the id of one of the two entries to a free number. For a kit that is the only edit, because carvariations.meta refers to kits by name. For a siren or light setup, also write the new number in sirenSettings or lightSettings of the vehicle in carvariations.meta. Then restart the resource.

The fields of both files are explained in carvariations.meta and carcols.meta explained. If parts are still missing after the IDs are unique, go through the tuning section of the vehicle troubleshooting guide.

Frequently asked questions

Why do tuning parts go missing on add-on cars in FiveM?
Most of the time two carcols.meta files define a kit with the same id. The game keeps one table of kit IDs for the whole server and moves the second kit to another number, so the car loses its parts or shows parts from another car. Give each kit its own id.
What is the highest modkit ID FiveM accepts?
65534. The kit id is a 16-bit number and 65535 means "no ID". The original game has 1024 kit slots and FiveM raises that to 65536. A larger number wraps around: 70000 is read as 4464.
Can a siren ID be higher than 255?
No. Siren and light IDs are stored in 8 bits, so 300 is read as 44 and lands on whatever siren already has that number. 255 means "no ID", which leaves 1 to 254.
Does the checker know the base game IDs?
No. It only sees the files you load, so a number from the free list can still belong to a base game vehicle. Kit suggestions start at 2000 because the base game numbers its own kits from 0 upward. Siren and light suggestions start at 254 and count down. If a new siren ID still acts wrong in game, try the next one.
Are my files uploaded?
No. The page parses them in your browser with JavaScript and does not send them anywhere. You can load the page, go offline and it still works.

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